I have seen several errors in some of the different data
files made available from the Devs and I am curious if other folks who use
these files have experienced data integrity issues as well.

When I find an error I file a petition but the petitions
always go unassigned and unanswered.

I am hoping that if others experience these issues maybe we
can generate some support to get these files updated and accurate as well as
maybe get some additional data file types.

Once example is in the datafile_worldmap.txt line # 176020

1762019|138|120|3|7|5|5|5|4|4|15

This encoding is for Square 138,120 and indicates Plains.

However if you go to this square it clearly shows Heavy Clay
Steam (Small Hills).

Cheers,

-A

Replies: Posted By: Albatross
Date Posted: 26 Oct 2012 at 17:22

This is because of the relocation spell, which takes some of the underlying terrain stats with it.

You can find all these by comparing the default terrain for each terrain type, with the terrain data for the square.

-------------

Posted By: tallica
Date Posted: 26 Oct 2012 at 18:11

I still think that this need to be looked at. I feel like if someone really wanted to they could wreck the map by using the relocation spell. I know you can only use it once, but that's per account. What's to stop some really devoted troll from making an account, wrecking a 7-food sq, abandoning, rinse and repeat?

In a relatively short amount of time someone could clear out a large area of 7-food sqs, this could be used tactically to eliminate alliance growth in a region.

What is needed is a sort of sweeper that checks squares to see if there is a town there, if not the square should revert to it's original value. This could be a weekly or monthly check.

However, if this is what the devs want to happen, then the tile properties need to be altered, I've seen several deer and such that don't have the typical distribution, and I've seen people settle on those squares to realize that they are not what they wanted.

Either way, something should be done.

Posted By: nutation
Date Posted: 09 Feb 2014 at 17:02

I'm running into this issue now, so I'll add what I've found.

The issue seems to stem from a tile having a TerrainSpecificTypeID = 4 in the datafile_worldmap.txt. This ID is not present in the datafile_terrain.xml.

Now, inside datafile_towns.xml, it might be possible to determine the underlying tile TerrainSpecificTypeID by using the terrainoveralltype ID. However, this too is inconsistent since there are some values of "4" for that ID attribute.

For now, I'm treating all TerrainSpecificTypeID = 4 as unknowns, and will build an errata to supplement my work. However, I too would like to request that the datafile_worldmap.txt file be investigated to replace these unknowns with their proper IDs.

Presently, there are 25,388 tiles with this unknown TerrainSpecificTypeID.

Posted By: ubluntu
Date Posted: 26 Apr 2014 at 00:36

In the currently served map data(not datafile, but what loads looking at the map), there are only 17 squares with TerrainSpecificType=4, and all seem to be a specific angle of shoreline.

All of these have the TerrainCombatTypeID 3, which means they're large hills.However if you check them ingame they're aren't large hills. They're Dolmens (TerrainSpecificTypeID = 45), Ruined Towers (TerrainSpecificTypeID = 43) and so on, mostly on Plains, Some of them (eg -316|791) are buildings ingame and should have TerrainCombatTypeID 8 and not 3.

So it should be on plains but in the game this square is a Small hill.

------------- http://www.digioso.org" rel="nofollow">

Posted By: Bobtron
Date Posted: 05 Mar 2017 at 21:56

yep, ive noticed this problem ever since i started working with datafiles 9 months ago

best workaround ive found is that, since the terrain ids are accurate, is to manually make a datafile that has the corresponding TerrainCombatTypeID to each of the 229 TerrainIDs, and to discard the given TerrainCombatTypeID

-------------I support the Undying Flame!

Posted By: Kalculas
Date Posted: 13 Mar 2017 at 05:18

How do we know that the combat terrain from the game map is the one actually used in a battle? I too want to believe that the combat terrain value matches up with the TerrainSpecificTypeID. That would mean that it's converted to something that it's not when it's written to the data file? Or are there two sources of world map data?